Game: Today’s game was invented during one of the Philly jams. It is called PDQM. It doesn’t really stand for anything, just a combination of “Pretty Darn Quick” and “Quadrupedal Motion.” This game is a combination of PDQ and QM Tag.

Rules: All players must start the game on all fours. Any body configuration is acceptable, as long as all four limbs are touching the ground. The game begins like PDQ: each player counts off. No player may move until the player whose turn it is jumps into the air. The twist to this game is that the players must be on all fours. In order to tag someone out, you must tag someone’s hand with your hand, or their foot with your foot. When the player who is “it” is leaping, all other players may move to avoid or to tag someone else out.

Goal: To be the last player untagged.

Variation: Limb elimination. This is actually a pretty standard variant that we play by. If your left hand gets tagged, then you lose that hand, but you are still in the game. You only get “out” when you can no longer support yourself and a non-limb part of your body touches the ground (chest, butt, head, etc). If you lose two feet and a hand, you better hope you can balance on one hand.

Physical Benefits: This game combines the physical benefits of PDQ with QM tag. With the limb elimination modification, it force you to be able to balance in strange positions as well as move from strange positions with unusual restrictions. This game can tire you out more quickly than PDQ or QM tag, and it also is a lot of fun.

Other benefits: This game is an example of the creativity that can be applied to parkour and games. We had two games, and after some modifications to the rules, came up with an entirely new game. Creating games doesn’t have to be hard.

Homework: I want everyone to do this as a creativity exercise. Pick two games. Review the rules in your head quickly, and then figure out a way to combine them. The new game doesn’t have to work well, or be fun, and you don’t even have to play it! Just synthesize a set of rules for a new game from two pre-existing games. I want everyone who reads this to do this exercise three times, and then post the best game you come up with in the comments of this article. Your brain is just like a big muscle. The more you work it, the stronger it gets. The more you use your creativity, the more creative you get. So start exercising your creativity, and let me see what you come up with.

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On Sunday, October 5th, I ran a free "Parkour and Obstacle Coursing Workshop" at Zenith Gymnastics in Rochester, New York.

I've been working with Zenith Gymnastics through the RIT Gymnastics club since the end of last summer. I was calling all the local gyms I could find, trying to find somewhere that would give us access to their equipment and facilities and let us train there. After some negotiation, RIT Gymnastics started going there weekly, learning from Sasha and Maria Kourbatova - Russian olympic gold metalists and leaders in their fields. We learned a lot over the year, and we're looking forward to a very successful second year with them!

Amy, the owner of Zenith Gymnastics, has been trying to expand her boys program. My roommate, co-founder of Rochester Parkour, and President of the RIT Gymnastics Club Charles Moreland, offered his help and has begun to teach some of the Boy's Gymnastics classes at Zenith.

Back in August, I called Amy to confirm plans for Gymnastics this year. At the end of this call, I proposed to her the idea of starting a Parkour class. She was interested in the idea, and told me to develop a curriculum and some flyers. I came up with several different ways for the class to work, depending on some of Amy's goals, and we finally settled on a 4 week class aimed towards Zenith's primary demographic, 8-14 year olds.

Yesterday, I ran a free workshop at Zenith to generate some interest. Five kids arrived, and there were between eight and ten more on the list of people interested. Two brothers, around age 9, two fourteen year olds, and a seven year old.

A while ago Tadhg Kelly (www.whatgamesare.com) started writingposts about this funky concept called a Marketing Story. I’ll quote from hiswebsite since he tells it much more eloquently than I would have paraphrased:

“A marketing story is a tale that you tell to theinfluential people in your market, which they then tell to other people. Thestory of who you are and what your game represents becomes a part of dailyconversation, which makes people interested and leads to sales. Marketingstories come in many shapes and sizes, but the common trait that they share istheir ability to spread.”

Whoah, that’s a super useful way to think about marketing. Itdoesn’t focus on the nuts and bolts of press releases, blog posts, and mediacontent – all of which can be very overwhelming for a novice like myself.Rather, it focuses on the larger picture of what people will say when they talkabout your game. That is something which is really important to take a day ortwo to think about during the early stages of any games development, becauseit’s important that people are both talking about your game, and that you havealready provided compelling language for them to use.